2,273 research outputs found

    A cost-effective, mobile platform-based, photogrammetric approach for continuous structural deformation monitoring

    Get PDF
    PhD ThesisWith the evolution of construction techniques and materials technology, the design of modern civil engineering infrastructure has become increasingly advanced and complex. In parallel to this, the development and application of appropriate and efficient monitoring technologies has become essential. Improvement in the performance of structural monitoring systems, reduction of labour and total implementation costs have therefore become important issues that scientists and engineers are committed to solving. In this research, a non-intrusive structural monitoring system was developed based on close-range photogrammetric principles. This research aimed to combine the merits of photogrammetry and latest mobile phone technology to propose a cost-effective, compact (portable) and precise solution for structural monitoring applications. By combining the use of low-cost imaging devices (two or more mobile phone handsets) with in-house control software, a monitoring project can be undertaken within a relatively low budget when compared to conventional methods. The system uses programmable smart phones (Google Android v.2.2 OS) to replace conventional in-situ photogrammetric imaging stations. The developed software suite is able to control multiple handsets to continuously capture high-quality, synchronized image sequences for short or long-term structural monitoring purposes. The operations are fully automatic and the system can be remotely controlled, exempting the operator from having to attend the site, and thus saving considerable labour expense in long-term monitoring tasks. In order to prevent the system from crashing during a long-term monitoring scheme, an automatic system state monitoring program and a system recovery module were developed to enhance the stability. In considering that the image resolution for current mobile phone cameras is relatively low (in comparison to contemporary digital SLR cameras), a target detection algorithm was developed for the mobile platform that, when combined with dedicated target patterns, was found to improve the quality of photogrammetric target measurement. Comparing the photogrammetric results with physical measurements, which were measured using a Zeiss P3 analytical plotter, the returned accuracy achieved was 1/67,000. The feasibility of the system has been proven through the implementation of an indoor simulation test and an outdoor experiment. In terms of using this system for actual structural monitoring applications, the optimal relative accuracy of distance measurement was determined to be approximately 1/28,000 under laboratory conditions, and the outdoor experiment returned a relative accuracy of approximately 1/16,400

    Architectural/Environmental Handbook for Extraterrestrial Design

    Get PDF
    Handbook on environmental and space utilization criteria for design of extraterrestrial manned spacecraft and shelter

    Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage

    Full text link
    Tesis por compendio[ES] La RA consiste en la superposición de elementos virtuales sobre el entorno real, de manera que el usuario percibe estos elementos como si formaran parte de la realidad que está visualizando. Las aplicaciones de RA en dispositivos móviles permiten visualizar el contenido virtual a través de la cámara del dispositivo. La RA es una herramienta de divulgación muy potente ya que permite añadir a la realidad cualquier tipo de información, desde un simple texto informativo a un modelo 3D interactivo. Tiene infinitas utilidades, puede servir de guía en un museo, puede mostrar la recreación de un monumento destruido, o como en el caso de estudio aquí presentado, ayudar a la interpretación de pinturas rupestres. Esta tesis parte de la idea de que la RA puede mejorar mucho la interpretación del arte rupestre sin alterar ni dañar las pinturas. Puede servir para atraer a un público mayor, dar a conocer la historia de las pinturas rupestres y que al mismo tiempo el visitante tenga una experiencia mucho más enriquecedora. A lo largo de la tesis se ha estudiado en profundidad la técnica de visualización de RA mediante dispositivos móviles. Se han analizado las diferentes librerías de programación mediante casos de estudio en entornos reales y examinado los factores que pueden afectar al reconocimiento de las pinturas. Se ha desarrollado una aplicación de RA aplicada a un caso real de pinturas rupestres y posteriormente ha sido evaluada por un grupo de personas. Finalmente, se ha estudiado el efecto de la luz solar y sus cambios a lo largo del día sobre el reconocimiento de imágenes en entornos al aire libre. Este trabajo proporciona un punto de partida para el desarrollo de aplicaciones de RA aplicadas a la difusión del patrimonio cultural, especialmente centrado en el arte rupestre, un entorno que sufre de unas dificultades añadidas debido a su localización, dificultad de reconocimiento de puntos característicos en las pinturas y los cambios en la luz solar, problemas que se han tratado de resolver a lo largo del estudio. Las principales conclusiones han sido muy favorables, partiendo de librerías de programación disponibles y gratuitas. Se han podido desarrollar un conjunto de aplicaciones de RA en diferentes lugares. Las valoraciones han sido muy positivas, los usuarios que han probado las aplicaciones afirman que la interpretación de las pinturas les resulta más fácil y consiguen entender mejor el propósito de las mismas. El principal inconveniente encontrado es la falta de conocimiento sobre esta técnica y la pérdida de realismo en algunos casos debido a la oclusión, es decir, que los objetos virtuales no se posicionen por detrás de los objetos reales. La buena noticia es que esta tecnología evoluciona muy rápido y durante el desarrollo de la tesis ha habido avances muy grandes, entre ellos, el desarrollo de nuevas librerías de programación desarrolladas por Google y Apple, que proporcionan las herramientas necesarias para crear aplicaciones muy potentes e immersivas, donde el usuario se sentirá parte de los entornos creados.[CA] La RA consisteix en la superposició d'elements virtuals sobre l'entorn real, de manera que l'usuari percep aquests elements com si formaren part de la realitat que està visualitzant. Les aplicacions de RA en dispositius mòbils permeten visualitzar el contingut virtual a través de la cambra del dispositiu. La RA és una eina de divulgació molt potent ja que permet afegir a la realitat qualsevol tipus d'informació, des d'un simple text informatiu a un model 3D interactiu. Té infinites utilitats, pot servir de guia en un museu, pot mostrar la recreació d'un monument destruït, o com en el cas d'estudi ací presentat, ajudar a la interpretació de pintures rupestres. Aquesta tesi parteix de la idea que la RA pot millorar molt la interpretació de l'art rupestre sense alterar ni danyar les pintures. Pot servir per a atraure a un públic major, donar a conéixer la història de les pintures rupestres i que al mateix temps el visitant tinga una experiència molt més enriquidora. Al llarg de la tesi s'ha estudiat en profunditat la tècnica de visualització de RA mitjançant dispositius mòbils. S'han analitzat les diferents llibreries de programació mitjançant casos d'estudi en entorns reals i analitzat els factors que poden afectar el reconeixement de les pintures. S'ha desenvolupat una aplicació de RA aplicada a un cas real de pintures rupestres i posteriorment ha sigut avaluada per un grup de persones. Finalment, s'ha estudiat l'efecte de la llum solar i els seus canvis al llarg del dia sobre el reconeixement d'imatges en entorns a l'aire lliure. Aquest treball proporciona un punt de partida per al desenvolupament d'aplicacions de RA aplicades a la difusió del patrimoni cultural, especialment centrat en l'art rupestre, un entorn que pateix d'unes dificultats afegides a causa de la seua localització, dificultat de reconeixement de punts característics en les pintures i els canvis en la llum solar, problemes que s'han tractat de resoldre al llarg de l'estudi. Les principals conclusions han sigut molt favorables, partint de llibreries de programació disponibles i gratuïtes. S'han pogut desenvolupar un conjunt d'aplicacions de RA en diferents llocs. Les valoracions han sigut molt positives, els usuaris que han provat les aplicacions afirmen que la interpretació de les pintures els resulta més fàcil i aconsegueixen entendre millor el propòsit d'aquestes. El principal inconvenient trobat és la falta de coneixement sobre aquesta tècnica i la perduda de realisme en alguns casos a causa de l'oclusió, és a dir, que els objectes virtuals no es posicionen per darrere dels objectes reals. La bona notícia és que aquesta tecnologia evoluciona molt ràpid i durant el desenvolupament de la tesi hi ha hagut avanços molt grans, entre ells, el desenvolupament de noves llibreries de programació per Google i Apple, que proporcionen les eines necessàries per a crear aplicacions molt potents i immersives, on l'usuari se sentirà part dels entorns creats.[EN] AR consists of superimposing virtual elements on the real environment, so that the user perceives these elements as if they were part of the reality they are looking at. AR applications on smartphones allow virtual content to be visualised through the device's camera. AR is a very powerful tool for dissemination as it allows any type of information to be added to reality, from a simple informative text to an interactive 3D model. It can be used as a guide in a museum, it can show the recreation of a destroyed monument, or, as in the case study presented here, it can help in the interpretation of cave paintings. This thesis is based on the idea that AR can greatly enhance the interpretation of rock art without affecting or damaging the paintings. It can be used to attract a wider audience, to introduce the history of the rock art paintings and at the same time provide the visitor with a much more enriching experience. Throughout the thesis, the technique of AR visualisation using mobile devices has been studied in-depth. The different programming libraries have been analysed by means of case studies in real environments as well as the factors that can affect the paintings recognition. An AR application applied to a real case of rock art paintings has been developed and subsequently evaluated by a group of people. Finally, the effect of sunlight and its changes throughout the day on image recognition in outdoor environments has been studied. This work provides a starting point for the AR applications development applied to the dissemination of cultural heritage, especially focused on rock art, an environment that suffers from additional difficulties due to its location, the difficulty of characteristic points recognition and changes in sunlight, problems that have been tried to solve throughout the study. The main outcomes have been very favourable, using freely available programming libraries, and it has been possible to develop a set of AR applications in different places. The evaluations have been very positive, with users who have tested the applications confirming that the interpretation of the paintings is easier for them and they can better understand the purpose of the paintings. The major drawback is the lack of knowledge about this technique and the loss of realism in some cases due to occlusion, i.e. the virtual objects are not positioned behind the real objects. The good news is that this technology is evolving very fast and during the development of the thesis there have been great advances, among them, the development of new programming libraries developed by Google and Apple, which provide the necessary tools to create very powerful and immersive applications, where the user will feel part of the virtual environments created.Blanco Pons, S. (2021). Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/178895TESISCompendi

    On the use of smartphones as novel photogrammetric water gauging instruments: Developing tools for crowdsourcing water levels

    Get PDF
    The term global climate change is omnipresent since the beginning of the last decade. Changes in the global climate are associated with an increase in heavy rainfalls that can cause nearly unpredictable flash floods. Consequently, spatio-temporally high-resolution monitoring of rivers becomes increasingly important. Water gauging stations continuously and precisely measure water levels. However, they are rather expensive in purchase and maintenance and are preferably installed at water bodies relevant for water management. Small-scale catchments remain often ungauged. In order to increase the data density of hydrometric monitoring networks and thus to improve the prediction quality of flood events, new, flexible and cost-effective water level measurement technologies are required. They should be oriented towards the accuracy requirements of conventional measurement systems and facilitate the observation of water levels at virtually any time, even at the smallest rivers. A possible solution is the development of a photogrammetric smartphone application (app) for crowdsourcing water levels, which merely requires voluntary users to take pictures of a river section to determine the water level. Today’s smartphones integrate high-resolution cameras, a variety of sensors, powerful processors, and mass storage. However, they are designed for the mass market and use low-cost hardware that cannot comply with the quality of geodetic measurement technology. In order to investigate the potential for mobile measurement applications, research was conducted on the smartphone as a photogrammetric measurement instrument as part of the doctoral project. The studies deal with the geometric stability of smartphone cameras regarding device-internal temperature changes and with the accuracy potential of rotation parameters measured with smartphone sensors. The results show a high, temperature-related variability of the interior orientation parameters, which is why the calibration of the camera should be carried out during the immediate measurement. The results of the sensor investigations show considerable inaccuracies when measuring rotation parameters, especially the compass angle (errors up to 90° were observed). The same applies to position parameters measured by global navigation satellite system (GNSS) receivers built into smartphones. According to the literature, positional accuracies of about 5 m are possible in best conditions. Otherwise, errors of several 10 m are to be expected. As a result, direct georeferencing of image measurements using current smartphone technology should be discouraged. In consideration of the results, the water gauging app Open Water Levels (OWL) was developed, whose methodological development and implementation constituted the core of the thesis project. OWL enables the flexible measurement of water levels via crowdsourcing without requiring additional equipment or being limited to specific river sections. Data acquisition and processing take place directly in the field, so that the water level information is immediately available. In practice, the user captures a short time-lapse sequence of a river bank with OWL, which is used to calculate a spatio-temporal texture that enables the detection of the water line. In order to translate the image measurement into 3D object space, a synthetic, photo-realistic image of the situation is created from existing 3D data of the river section to be investigated. Necessary approximations of the image orientation parameters are measured by smartphone sensors and GNSS. The assignment of camera image and synthetic image allows for the determination of the interior and exterior orientation parameters by means of space resection and finally the transfer of the image-measured 2D water line into the 3D object space to derive the prevalent water level in the reference system of the 3D data. In comparison with conventionally measured water levels, OWL reveals an accuracy potential of 2 cm on average, provided that synthetic image and camera image exhibit consistent image contents and that the water line can be reliably detected. In the present dissertation, related geometric and radiometric problems are comprehensively discussed. Furthermore, possible solutions, based on advancing developments in smartphone technology and image processing as well as the increasing availability of 3D reference data, are presented in the synthesis of the work. The app Open Water Levels, which is currently available as a beta version and has been tested on selected devices, provides a basis, which, with continuous further development, aims to achieve a final release for crowdsourcing water levels towards the establishment of new and the expansion of existing monitoring networks.Der Begriff des globalen Klimawandels ist seit Beginn des letzten Jahrzehnts allgegenwärtig. Die Veränderung des Weltklimas ist mit einer Zunahme von Starkregenereignissen verbunden, die nahezu unvorhersehbare Sturzfluten verursachen können. Folglich gewinnt die raumzeitlich hochaufgelöste Überwachung von Fließgewässern zunehmend an Bedeutung. Pegelmessstationen erfassen kontinuierlich und präzise Wasserstände, sind jedoch in Anschaffung und Wartung sehr teuer und werden vorzugsweise an wasserwirtschaftlich-relevanten Gewässern installiert. Kleinere Gewässer bleiben häufig unbeobachtet. Um die Datendichte hydrometrischer Messnetze zu erhöhen und somit die Vorhersagequalität von Hochwasserereignissen zu verbessern, sind neue, kostengünstige und flexibel einsetzbare Wasserstandsmesstechnologien erforderlich. Diese sollten sich an den Genauigkeitsanforderungen konventioneller Messsysteme orientieren und die Beobachtung von Wasserständen zu praktisch jedem Zeitpunkt, selbst an den kleinsten Flüssen, ermöglichen. Ein Lösungsvorschlag ist die Entwicklung einer photogrammetrischen Smartphone-Anwendung (App) zum Crowdsourcing von Wasserständen mit welcher freiwillige Nutzer lediglich Bilder eines Flussabschnitts aufnehmen müssen, um daraus den Wasserstand zu bestimmen. Heutige Smartphones integrieren hochauflösende Kameras, eine Vielzahl von Sensoren, leistungsfähige Prozessoren und Massenspeicher. Sie sind jedoch für den Massenmarkt konzipiert und verwenden kostengünstige Hardware, die nicht der Qualität geodätischer Messtechnik entsprechen kann. Um das Einsatzpotential in mobilen Messanwendungen zu eruieren, sind Untersuchungen zum Smartphone als photogrammetrisches Messinstrument im Rahmen des Promotionsprojekts durchgeführt worden. Die Studien befassen sich mit der geometrischen Stabilität von Smartphone-Kameras bezüglich geräteinterner Temperaturänderungen und mit dem Genauigkeitspotential von mit Smartphone-Sensoren gemessenen Rotationsparametern. Die Ergebnisse zeigen eine starke, temperaturbedingte Variabilität der inneren Orientierungsparameter, weshalb die Kalibrierung der Kamera zum unmittelbaren Messzeitpunkt erfolgen sollte. Die Ergebnisse der Sensoruntersuchungen zeigen große Ungenauigkeiten bei der Messung der Rotationsparameter, insbesondere des Kompasswinkels (Fehler von bis zu 90° festgestellt). Selbiges gilt auch für Positionsparameter, gemessen durch in Smartphones eingebaute Empfänger für Signale globaler Navigationssatellitensysteme (GNSS). Wie aus der Literatur zu entnehmen ist, lassen sich unter besten Bedingungen Lagegenauigkeiten von etwa 5 m erreichen. Abseits davon sind Fehler von mehreren 10 m zu erwarten. Infolgedessen ist von einer direkten Georeferenzierung von Bildmessungen mittels aktueller Smartphone-Technologie abzusehen. Unter Berücksichtigung der gewonnenen Erkenntnisse wurde die Pegel-App Open Water Levels (OWL) entwickelt, deren methodische Entwicklung und Implementierung den Kern der Arbeit bildete. OWL ermöglicht die flexible Messung von Wasserständen via Crowdsourcing, ohne dabei zusätzliche Ausrüstung zu verlangen oder auf spezifische Flussabschnitte beschränkt zu sein. Datenaufnahme und Verarbeitung erfolgen direkt im Feld, so dass die Pegelinformationen sofort verfügbar sind. Praktisch nimmt der Anwender mit OWL eine kurze Zeitraffersequenz eines Flussufers auf, die zur Berechnung einer Raum-Zeit-Textur dient und die Erkennung der Wasserlinie ermöglicht. Zur Übersetzung der Bildmessung in den 3D-Objektraum wird aus vorhandenen 3D-Daten des zu untersuchenden Flussabschnittes ein synthetisches, photorealistisches Abbild der Aufnahmesituation erstellt. Erforderliche Näherungen der Bildorientierungsparameter werden von Smartphone-Sensoren und GNSS gemessen. Die Zuordnung von Kamerabild und synthetischem Bild erlaubt die Bestimmung der inneren und äußeren Orientierungsparameter mittels räumlichen Rückwärtsschnitt. Nach Rekonstruktion der Aufnahmesituation lässt sich die im Bild gemessene 2D-Wasserlinie in den 3D-Objektraum projizieren und der vorherrschende Wasserstand im Referenzsystem der 3D-Daten ableiten. Im Soll-Ist-Vergleich mit konventionell gemessenen Pegeldaten zeigt OWL ein erreichbares Genauigkeitspotential von durchschnittlich 2 cm, insofern synthetisches und reales Kamerabild einen möglichst konsistenten Bildinhalt aufweisen und die Wasserlinie zuverlässig detektiert werden kann. In der vorliegenden Dissertation werden damit verbundene geometrische und radiometrische Probleme ausführlich diskutiert sowie Lösungsansätze, auf der Basis fortschreitender Entwicklungen von Smartphone-Technologie und Bildverarbeitung sowie der zunehmenden Verfügbarkeit von 3D-Referenzdaten, in der Synthese der Arbeit vorgestellt. Mit der gegenwärtig als Betaversion vorliegenden und auf ausgewählten Geräten getesteten App Open Water Levels wurde eine Basis geschaffen, die mit kontinuierlicher Weiterentwicklung eine finale Freigabe für das Crowdsourcing von Wasserständen und damit den Aufbau neuer und die Erweiterung bestehender Monitoring-Netzwerke anstrebt

    A Low-cost Normalized Difference Vegetation Index (NDVI) Payload for Cubesats and Unmanned Aerial Vehicles (UAVs)

    Get PDF
    The focus of this research has been the design and fabrication of a Normalized Difference Vegetation Index (NDVI) payload configuration. This unique payload employs low-cost commercial off-the-shelf (COTS) hardware and equipment to assess photosynthetic activity and vegetation health through remote sensing on Cubesat or Unmanned Aerial Vehicle (UAV) platforms. The proposed NDVI imaging payload is comprised of three main subsystems: an electrical system, a software system, and a hardware system. The electrical system includes a custom designed printed circuit board (PCB), a single cell 3.7 V lithium-polymer battery, voltage regulator circuitry components, and wiring harnesses and connectors. The software system employs a master and slave system that communicates through general purpose input/output (GPIO) pin responses. Raspberry Pi Zero computer boards serve as the central processing units (CPUs) of the hardware subsystem, which also consists of the Pi-Cam standard red/green/blue (RGB) and Pi No-IR near-infrared (NIR) camera modules. A PCB was designed to be compatible with the Cubesat standard and lightweight component selections make it a desirable option for UAV flights. Open-source GIMP image processing software was used to analyze results from ground-based testing and flight testing on a UAV and general aviation (GA) aircraft at various altitudes to validate proof of concept. Raw NDVI and NDVI color map images were created from GIMP post-processing. Analysis of the results suggests that the angle of incidence of the sun with respect to the view angle of the imaging payload is a significant factor in the resulting NDVI values. Terrain also appeared to have an effect on the results where shadows were cast from the sun at low angles of incidence. Therefore, in the northern hemisphere it is recommended that image collection is performed roughly within the hours of 10 AM and 2 PM between the vernal and autumnal equinoxes to ensure a solar altitude of at least 35°. For best results, it has been verified that image data should be collected at the local time of maximum solar altitude for a particular date and location of interest (typically around noon). The information gather by this research can be used by scientists and technologist to potentially provide a means of enhancing their research and further developing technologies of UAV applications and space-based systems

    Regulatory technologies for the study of data and platform power in the app economy

    Get PDF
    Tracking, the large-scale collection of data about user behaviour, is commonplace in mobile apps. While some see tracking as a necessary evil to making apps available at lower prices by showing users personalised advertising and selling their data to third parties, tracking can also have highly disproportionate effects on the lives of individuals and society as a whole. For example, tracking has significant effects on the rights to privacy and data protection, but also on other fundamental rights, such as the right to non-discrimination (e.g. when data from mobile tracking is used in AI systems, such as targeted ads for job offers) or the right to free and fair elections (e.g. when political microtargeting is used, as in the Brexit vote or the Trump election). This thesis develops and applies techno-legal methods to study choice over app tracking at four levels: the impact of the GDPR (Chapter 4), consent to tracking in apps (Chapter 5), differences between Android and iOS (Chapters 6), and the impact of Apple’s App Tracking Transparency (ATT) framework (Chapter 7). While many previous studies looked at data protection and privacy in apps, few studies analysed tracking over time, took a compliance angle, or looked at iOS apps at scale. Throughout our analysis of apps, we find compliance problems within apps as regards key aspects of US, EU and UK data protection and privacy law, particularly the need to seek consent before tracking. For instance, while user consent is usually required prior to tracking in the EU and UK (under the ePrivacy Directive), our empirical findings suggest that tracking takes place widely and usually without users’ awareness or explicit agreement. This thesis contributes 1) a scalable downloading and analysis framework for iOS and Android privacy and compliance analysis (PlatformControl), 2) an improved understanding of the legal requirements and empirical facts regarding app tracking, 3) a comprehensive database of the relations between companies in the app ecosystem (X-Ray 2020), and 4) an Android app to support the easy and independent analysis of apps’ privacy practices (TrackerControl)

    Facial Biometrics on Mobile Devices: Interaction and Quality Assessment

    Get PDF
    Biometric face recognition is a quick and convenient security method that allows unlocking a smartphone device without the need to remember a PIN code or a password. However, the unconstrained mobile environment brings considerable challenges in facial verification performance. Not only the verification but also the enrolment on the mobile device takes place in unpredictable surroundings. In particular, facial verification involves the enrolment of unsupervised users across a range of environmental conditions, light exposure, and additional variations in terms of user's poses and image background. Is there a way to estimate the variations that a mobile scenario introduces over the facial verification performance? A quality assessment can help in enhancing the biometric performance, but in the context of mobile devices, most of the standardised requirements and methodology presented are based on passport scenarios. A comprehensive analysis should be performed to assess the biometric performance in terms of image quality and user interaction in the particular context of mobile devices. This work aimed to contribute to improving the performance and the adaptability of facial verification systems implemented on smartphones. Fifty-three participants were asked to provide facial images suitable for face verification across several locations and scenarios. A minimum of 150 images per user was collected with a smartphone camera within three different sessions. Sensing data was recorded to assess user interaction during the biometric presentation. Images were also recorded using a Single Lens Reflex camera to enable a comparison with conditions similar to a passport scenario. Results showed the relationship within five selected quality metrics commonly used for quality assessment and the variables introduced by the environment, the user and the camera. Innovative methodologies were also proposed to assess the user interaction using sensors implemented in the smartphone. The analysis underlined important issues and formulated useful observations to enhance facial verification performance on smartphone devices

    Digital Micro PIV (μPIV) and Velocity Profiles In Vitro and In Vivo

    Get PDF
    corecore